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$4,734 pledged of $8,500 goal
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$4,734 pledged of $8,500 goal
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About

Arkham Nights is a party game for 7 to 30 players, set in the rich, haunting world of H.P. Lovecraft. Similar to other party games such as the classics Werewolf and Mafia, Arkham Nights pits two groups of players against each other in a race to the finish. Will the Townsfolk help the Cultist summon the dark lord Cthulhu, or will the Investigators slay the Cultist and foil the best efforts of the Madmen and Monsters who reside in Arkham?

Arkham Nights is a set of 35 Tarot-sized cards (3" x 5") printed on 310 gsm stock, along with 15 cardboard Ritual Tokens, in a handsome custom tuck box. The tuck box is being crafted to ensure that the deck will still fit inside the box even if you decide to put protective sleeves on the cards. All the artwork is hand-painted by renowned gothic fantasy artist Ian Daniels, known for his "Tarot Of The Vampyres" Tarot deck from Llewellyn Publishing, and our own "Cthulhu: The Great Old One" card game and Bicycle decks.

Each deck contains 17 unique Madmen, 6 unique Monsters, 5 unique Investigators, 5 unique Relics1 Cultist, 15 Ritual Tokens, and 1 Cthulhu (Moderator) card. Cards are easily sorted into separate groups by their colored borders, or can be randomly assigned as they all have the same card back design.

In addition, each backer will receive one copy of our exclusive "The Horror In Clay" Promo Relic for each copy of Arkham Nights they pledge for.

UPDATE: As an added incentive to help this project succeed, we've worked a deal to enable us to unlock the additional Promo card Stretch Goals early. Any backer pledging for one or more decks will not only get the Kickstarter exclusive Relic card "The Horror In Clay", but will ALSO receive one each of the unlocked Promo cards "Joe Sargent" (Townsfolk), "Haunter Of The Dark" (Monster), "Erich Zann" (Investigator), and "Joe Slater" (Townsfolk). After this campaign ends, these Promos will be delegated to exclusive promotional purposes, such as one will be a Retailer exclusive Promo, another will be a Convention exclusive Promo, etc., but you can GET THEM ALL RIGHT HERE, RIGHT NOW! One copy of each Promo for EACH DECK YOU PLEDGE FOR!

 To begin, separate out the Madmen, Monsters, Investigators, Cultist, Relics, and Cthulhu. The game Moderator will take the Cthulhu card. Determine how many Townsfolk and Investigators there will be (there is a chart in the Rules Booklet). 

Start the game stack by placing the Cultist face down. Next, shuffle the Investigator stack, then select the appropriate number of Investigator cards at random and add them to the game stack face-down. Shuffle the Monster stack, then randomly select the same number of Monsters as Investigators and add them to the game stack face down. Finally, shuffle the Madman stack, then randomly select the remaining number of Townsfolk from the Madman cards and add them to the game stack face-down.

Shuffle the game stack, placing the remaining Investigator, Madman, and Monster stacks separately to the side. The Moderator will randomly deal out one card to each player (excluding the Moderator). Each player must keep their Character card hidden. Investigators will gather together in one group, and all Madmen, Monsters, and the Cultist will gather together in another group as the Townsfolk.The Moderator (Cthulhu) takes the Relic cards and the appropriate number of Ritual Tokens, and play begins.

Each round is divided into Day and Night phases. Play begins during Day phase. During Day, each Investigator may ask their Investigator's Question to one Townsfolk of their choosing. There are five separate Investigator Questions, of which all five are true about the Cultist, but only three of the five are true about each individual Madman or Monster. The answer which the Investigator(s) receive will help determine who is the Cultist. Finally, the Investigator(s) MAY choose to kill one Townsfolk, hoping to kill the Cultist. If there is more than one Investigator, the Investigators must determine which of them will kill the Townsfolk, because if the Townsfolk turns out to be a Monster, then they must fight the Monster to avoid being killed as well.

Whether the Cultist has been killed or not during the Day phase, the game proceeds to Night phase. During Night, the Investigators leave the room to compare their findings and discuss strategy. Meanwhile, the Townsfolk discuss their own strategy to keep the Cultist alive and hidden. 

During Night, certain Townsfolk have abilities which they may reveal their Character card permanently to use. This will narrow down the Investigator's selection, but may also help give the Townsfolk the edge they need to help the Cultist. Other Townsfolk have abilities which are triggered when they are killed by an Investigator. Dead Madmen and Monsters may still participate in the Townsfolk discussion, however dead Investigators may not participate in the Investigator discussion. 

Finally, the Cultist chooses to either remove one Ritual Token from Cthulhu, or to use a Relic (usually random since Relics are usually kept face down). 

If the final Ritual Token is removed from Cthulhu, then Cthulhu rises and the Townsfolk win! However, if the Cultist was killed and still remains dead at the end of Night, then the Investigators win!

If neither group has won the game at the end of the Night phase, then play continues with the next Day phase.

Each game should take between 20 and 45 minutes, depending on how many players are in the game.

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Dann Kriss Games (DKG) was formed in 2013 by game designer Dann Kriss to be a publishing company focused on creating games which cater to lovers of fantasy, horror, and adventure. DKG is committed to bringing the best new experiences possible to gaming tables around the world. Dann has been designing games since he was young, and for the past twelve years has been working on creating, revising, and expanding many exciting new games. With over 70 game ideas in the works, DKG is sure to continue bringing fresh ideas and fun concepts to the gaming world.

Here are some custom KS Avatars for backers to use if you wish!

   Fulfillment is being handled by a third party, Gambler's Warehouse, who have successfully fulfilled numerous Kickstarter campaigns effectively and quickly, both their own and others. This also ensures that we have accurate shipping prices for our rewards to help save you as much as possible, while making sure we have enough to mail everything out expeditiously. 

  Printing of the decks is being handled by Liberty Playing Cards right here in Texas, and printing time is expected at 2 to 3 weeks. All of the artwork and design layouts will be complete, turned in, set up and ready to print by the time the funds arrive from this campaign, ensuring a speedy turn-around time. 

   The coins and lapel pins are being manufactured by TJM Promotions, whom we have worked with on all of our previous campaigns, and their amazing work speaks for itself. Manufacturing time 3 to 4 weeks.

   The dice will be manufactured by Chessex, who again we have worked with on all of our previous campaigns, and they are known world-wide for their quality and style. Manufacturing expected at 2 to 4 weeks, depending on order size.

Risks and challenges

We have learned many of the unexpected obstacles and pitfalls from our previous campaigns. This campaign will be able to avoid repeating any of the past mistakes, as we have already done our due diligence.

"Arkham Nights" has no trademarks held against it. We even double-checked with FFG, as we later discovered they hold an annual event which goes by the same name. We are clear to print!

Fulfillment is being handled by a third party, Gambler's Warehouse, who have successfully fulfilled numerous Kickstarter campaigns effectively and quickly, both their own and others. This also ensures that we have accurate shipping prices for our rewards to help save you as much as possible, while making sure we have enough to mail everything out expeditiously.

Printing of the decks is being handled by Liberty Playing Cards here in Texas, and printing time is expected at 2 to 3 weeks. All of the artwork and design layouts will be complete, turned in, set up and ready to print by the time the funds arrive from this campaign, ensuring a speedy turn-around time.

The coins and lapel pins are being manufactured by TJM Promotions, whom we have worked with on all of our previous campaigns, and their amazing work speaks for itself. Manufacturing time 3 to 4 weeks.

The dice will be manufactured by Chessex, who again we have worked with on all of our previous campaigns, and they are known world-wide for their quality and style. Manufacturing expected at 2 to 4 weeks, depending on order size.

Even in the case of the heinously unexpected, there are back-up plans in place to ensure that you will receive your pledge rewards diligently.

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    Dice Collector Deal - Receive 2 pairs of Green Elder Ritual dice, and 2 pairs of Purple Elder Ritual Dice!

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    The Extras - Receive one pair of Green Elder Ritual dice, one pair of Purple Elder Ritual dice, one Elder Sign Lapel Pin, and one Arkham Nights Commemorative Coin!

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    Pledge $42 or more About $42

    Receive one copy of Arkham Nights, one pair of Green Elder Ritual dice, one pair of Purple Elder Ritual dice, one Elder Sign Lapel Pin, and one Arkham Nights Commemorative Coin!

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    Pledge $140 or more About $140

    SOUL COLLECTOR -=- Receive two copies of Arkham Nights + two signed copies of Arkham Nights, two pairs of Green Elder Ritual dice, two pairs of Purple Elder Ritual dice, one pair of Black Elder Ritual dice (EXCLUSIVE to this Level), plus two Elder Sign Lapel Pins, one Arkham Nights Commemorative Coin, three of each Lovecraft Bookmark, and an original DKG play-tested prototype card signed by Dann!

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Funding period

- (18 days)